"use strict";
var __extends = (this && this.__extends) || (function () {
    var extendStatics = function (d, b) {
        extendStatics = Object.setPrototypeOf ||
            ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
            function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };
        return extendStatics(d, b);
    };
    return function (d, b) {
        extendStatics(d, b);
        function __() { this.constructor = d; }
        d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
    };
})();
var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
    function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }
    return new (P || (P = Promise))(function (resolve, reject) {
        function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
        function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
        function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }
        step((generator = generator.apply(thisArg, _arguments || [])).next());
    });
};
var __generator = (this && this.__generator) || function (thisArg, body) {
    var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;
    return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
    function verb(n) { return function (v) { return step([n, v]); }; }
    function step(op) {
        if (f) throw new TypeError("Generator is already executing.");
        while (_) try {
            if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;
            if (y = 0, t) op = [op[0] & 2, t.value];
            switch (op[0]) {
                case 0: case 1: t = op; break;
                case 4: _.label++; return { value: op[1], done: false };
                case 5: _.label++; y = op[1]; op = [0]; continue;
                case 7: op = _.ops.pop(); _.trys.pop(); continue;
                default:
                    if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }
                    if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }
                    if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }
                    if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }
                    if (t[2]) _.ops.pop();
                    _.trys.pop(); continue;
            }
            op = body.call(thisArg, _);
        } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }
        if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };
    }
};
var __importDefault = (this && this.__importDefault) || function (mod) {
    return (mod && mod.__esModule) ? mod : { "default": mod };
};
exports.__esModule = true;
var child_process_1 = __importDefault(require("child_process"));
var copy_paste_1 = __importDefault(require("copy-paste"));
var path_1 = __importDefault(require("path"));
var FileUtil_1 = __importDefault(require("../../util/FileUtil"));
var LogUtil_1 = __importDefault(require("../../util/LogUtil"));
var PlatformBuildCfg_1 = require("../PlatformBuildCfg");
var PlatformUpLoadTool_1 = __importDefault(require("../PlatformUpLoadTool"));
var AddRemoteBundleModule_1 = __importDefault(require("../module/AddRemoteBundleModule"));
var NoticeUserModule_1 = __importDefault(require("../module/NoticeUserModule"));
var SpeedLoadModule_1 = __importDefault(require("../module/SpeedLoadModule"));
var BasePlatform_1 = __importDefault(require("./BasePlatform"));
/** 字节构建 */
var ByteDancePlatform = /** @class */ (function (_super) {
    __extends(ByteDancePlatform, _super);
    function ByteDancePlatform() {
        return _super !== null && _super.apply(this, arguments) || this;
    }
    /** 编译WX工程 */
    ByteDancePlatform.prototype.init = function (buildGameData) {
        return __awaiter(this, void 0, void 0, function () {
            var _a, _b, _c, buildCmd;
            return __generator(this, function (_d) {
                switch (_d.label) {
                    case 0:
                        this.buildGameData = buildGameData;
                        if (!FileUtil_1["default"].isFileExist(this.buildGameData.platformCfg.DEVELOP_TOOL_PATH)) {
                            console.log("当前小程序开发者工具路径：", this.buildGameData.platformCfg.DEVELOP_TOOL_PATH);
                            LogUtil_1["default"].logError("小程序开发者工具路径错误，请重新配置 PlatformBuildCfg.json");
                            return [2 /*return*/];
                        }
                        if (!(!this.buildGameData.platformCfg.platAccount || this.buildGameData.platformCfg.platAccount.length <= 5)) return [3 /*break*/, 2];
                        _a = this.buildGameData.platformCfg;
                        return [4 /*yield*/, LogUtil_1["default"].logInput("请输入字节平台开发者账号:", function (str) {
                                return !(!str || str.length <= 5);
                            })];
                    case 1:
                        _a.platAccount = _d.sent();
                        this.buildGameData.buildCfgData.save(this.buildGameData.buildCfgFliePath);
                        _d.label = 2;
                    case 2:
                        if (!(!this.buildGameData.platformCfg.platPassword || this.buildGameData.platformCfg.platPassword.length <= 5)) return [3 /*break*/, 4];
                        _b = this.buildGameData.platformCfg;
                        return [4 /*yield*/, LogUtil_1["default"].logInput("请输入字节平台开发者账号密码:", function (str) {
                                return !(!str || str.length <= 5);
                            })];
                    case 3:
                        _b.platPassword = _d.sent();
                        this.buildGameData.buildCfgData.save(this.buildGameData.buildCfgFliePath);
                        _d.label = 4;
                    case 4:
                        if (!!this.buildGameData.platformCfg.firstCanvas) return [3 /*break*/, 6];
                        _c = this.buildGameData.platformCfg;
                        return [4 /*yield*/, LogUtil_1["default"].logInputSelect("请选择是否【首屏加载优化】:", ["YES", "NO"])];
                    case 5:
                        _c.firstCanvas = _d.sent();
                        this.buildGameData.buildCfgData.save(this.buildGameData.buildCfgFliePath);
                        _d.label = 6;
                    case 6:
                        buildCmd = null;
                        console.log("================ 杀死 小程序开发者工具进程 ================\n");
                        // 使用try catch 跳过 未找到进程的错误
                        try {
                            buildCmd = "wmic process where name='字节跳动小游戏开发者工具.exe' delete";
                            child_process_1["default"].execSync(buildCmd, { stdio: [0, 1, 2] });
                        }
                        catch (error) {
                        }
                        return [2 /*return*/];
                }
            });
        });
    };
    ByteDancePlatform.prototype.onBuildOver = function () {
        return __awaiter(this, void 0, void 0, function () {
            var buildCmd, PROJECT_DIR, curBuildPath, addRemoteBundleModule, speedLoad, platformUpLoadTool, noticeUser, previewCall, inputVersionStr, versionStr, description, uploadCall;
            var _this = this;
            return __generator(this, function (_a) {
                switch (_a.label) {
                    case 0:
                        buildCmd = null;
                        PROJECT_DIR = this.buildGameData.PROJECT_DIR;
                        curBuildPath = path_1["default"].join(PROJECT_DIR, "build", PlatformBuildCfg_1.PlatformFolder[this.buildGameData.platformName]);
                        addRemoteBundleModule = new AddRemoteBundleModule_1["default"]();
                        return [4 /*yield*/, addRemoteBundleModule.init(this.buildGameData)];
                    case 1:
                        _a.sent();
                        if (this.buildGameData.platformCfg.firstCanvas && this.buildGameData.platformCfg.firstCanvas == "YES") {
                            speedLoad = new SpeedLoadModule_1["default"]();
                            speedLoad.init(this.buildGameData);
                        }
                        console.log("================ 打开 小程序开发者工具 ================\n");
                        buildCmd = 'start "" "' + this.buildGameData.platformCfg.DEVELOP_TOOL_PATH + '"';
                        child_process_1["default"].exec(buildCmd);
                        console.log("================ NPM 登录小程序 ================\n");
                        try {
                            buildCmd = 'tmg login-e ' + this.buildGameData.platformCfg.platAccount + " " + this.buildGameData.platformCfg.platPassword;
                            // console.log(buildCmd)
                            child_process_1["default"].execSync(buildCmd, { stdio: [0, 1, 2] });
                        }
                        catch (error) {
                            buildCmd = 'npm install -g tt-minigame-ide-cli';
                            console.log(buildCmd);
                            child_process_1["default"].execSync(buildCmd, { stdio: [0, 1, 2] });
                            buildCmd = 'tmg login-e ' + this.buildGameData.platformCfg.platAccount + " " + this.buildGameData.platformCfg.platPassword;
                            // console.log(buildCmd)
                            child_process_1["default"].execSync(buildCmd, { stdio: [0, 1, 2] });
                        }
                        console.log("\u6B64\u6B21\u6253\u5305\u5DF2\u82B1\u8D39:" + ((new Date().getTime() - this.buildGameData.buildStartTime) / 1000).toFixed(1) + "s ");
                        platformUpLoadTool = new PlatformUpLoadTool_1["default"](this.buildGameData);
                        return [4 /*yield*/, platformUpLoadTool.init(this.buildGameData.PROJECT_DIR, this.buildGameData.channelName, this.buildGameData.platformName, "uploadFolder")];
                    case 2:
                        _a.sent();
                        noticeUser = new NoticeUserModule_1["default"]();
                        console.log("================ 通过 NPM 预览 小程序 ================\n");
                        previewCall = function () { return __awaiter(_this, void 0, void 0, function () {
                            var qgImgPath, error_1, remoteUrl;
                            return __generator(this, function (_a) {
                                switch (_a.label) {
                                    case 0:
                                        qgImgPath = path_1["default"].join(PROJECT_DIR, "build", "tt_qgImg_preview.png");
                                        _a.label = 1;
                                    case 1:
                                        _a.trys.push([1, 2, , 4]);
                                        buildCmd = 'tmg preview  ' + " -u " + " -o " + qgImgPath + " " + curBuildPath;
                                        console.log(buildCmd);
                                        child_process_1["default"].execSync(buildCmd, { stdio: [0, 1, 2] });
                                        return [3 /*break*/, 4];
                                    case 2:
                                        error_1 = _a.sent();
                                        console.log("预览失败，重新预览", error_1);
                                        return [4 /*yield*/, previewCall()];
                                    case 3:
                                        _a.sent();
                                        return [2 /*return*/];
                                    case 4:
                                        remoteUrl = "";
                                        try {
                                            remoteUrl = copy_paste_1["default"].paste();
                                        }
                                        catch (error) {
                                        }
                                        return [4 /*yield*/, noticeUser.onNoticeRequest(this.buildGameData.appCfgData.noticeServer, {
                                                appName: this.buildGameData.appCfgData.appName,
                                                platform: this.buildGameData.platformName,
                                                version: this.buildGameData.appVersionCfg.version,
                                                isPreview: "true",
                                                description: "【测试 预览 版本】",
                                                remoteUrl: remoteUrl,
                                                fileUrl: qgImgPath
                                            })];
                                    case 5:
                                        _a.sent();
                                        return [2 /*return*/];
                                }
                            });
                        }); };
                        return [4 /*yield*/, previewCall()];
                    case 3:
                        _a.sent();
                        console.log("\u6B64\u6B21\u6253\u5305\u5DF2\u82B1\u8D39:" + ((new Date().getTime() - this.buildGameData.buildStartTime) / 1000).toFixed(1) + "s ");
                        return [4 /*yield*/, LogUtil_1["default"].logInput("是否上传小程序，按任意键确定", function (str) {
                                return true;
                            })];
                    case 4:
                        _a.sent();
                        console.log("================ 通过 NPM 上传代码 ================\n");
                        return [4 /*yield*/, LogUtil_1["default"].logInput("请输入版本描述:")];
                    case 5:
                        inputVersionStr = _a.sent();
                        versionStr = inputVersionStr.length > 1 ? (inputVersionStr) : (this.buildGameData.appVersionCfg.versionDescription ? this.buildGameData.appVersionCfg.versionDescription : (" 'npm_upload_version___" + this.buildGameData.appVersionCfg.version + "' "));
                        description = versionStr;
                        uploadCall = function () { return __awaiter(_this, void 0, void 0, function () {
                            var qgImgPath, error_2, remoteUrl, noticeUser, textList, jsonCfgUrl, describe;
                            return __generator(this, function (_a) {
                                switch (_a.label) {
                                    case 0:
                                        qgImgPath = path_1["default"].join(PROJECT_DIR, "build", "tt_qgImg.png");
                                        _a.label = 1;
                                    case 1:
                                        _a.trys.push([1, 2, , 4]);
                                        buildCmd = 'tmg upload -v ' + this.buildGameData.appVersionCfg.version + '  -c ' + description + " " + " -u " + " -o " + qgImgPath + " " + curBuildPath;
                                        console.log(buildCmd);
                                        child_process_1["default"].execSync(buildCmd, { stdio: [0, 1, 2] });
                                        return [3 /*break*/, 4];
                                    case 2:
                                        error_2 = _a.sent();
                                        console.log("上传失败，重新上传", error_2);
                                        return [4 /*yield*/, uploadCall()];
                                    case 3:
                                        _a.sent();
                                        return [2 /*return*/];
                                    case 4:
                                        remoteUrl = "";
                                        try {
                                            remoteUrl = copy_paste_1["default"].paste();
                                        }
                                        catch (error) {
                                        }
                                        noticeUser = new NoticeUserModule_1["default"]();
                                        textList = [];
                                        if (this.buildGameData.appVersionCfg.jsonCfgUrl && this.buildGameData.appVersionCfg.jsonCfgUrl.length) { //配置文件地址
                                            jsonCfgUrl = this.buildGameData.appCfgData.cdnRootUrl + "/" + this.buildGameData.otherResRemoteHost + "/" + this.buildGameData.appVersionCfg.jsonCfgUrl;
                                            textList.push("【版本开关地址】: \n" + "https://yp-admin.hanyougame.com/game/jsonEdit?cosUrlKey=" + jsonCfgUrl);
                                        }
                                        describe = this.buildGameData.appVersionCfg.describe;
                                        if (!describe) {
                                            describe = "【= =】";
                                        }
                                        return [4 /*yield*/, noticeUser.onNoticeRequest(this.buildGameData.appCfgData.noticeServer, {
                                                appName: this.buildGameData.appCfgData.appName,
                                                platform: this.buildGameData.platformName,
                                                version: this.buildGameData.appVersionCfg.version,
                                                isPreview: "false",
                                                description: describe + "【正式 上传 版本】 " + description,
                                                remoteUrl: remoteUrl,
                                                fileUrl: qgImgPath,
                                                sendText: JSON.stringify(textList)
                                            })];
                                    case 5:
                                        _a.sent();
                                        return [2 /*return*/];
                                }
                            });
                        }); };
                        return [4 /*yield*/, uploadCall()];
                    case 6:
                        _a.sent();
                        return [4 /*yield*/, platformUpLoadTool.getRefreshResultList()];
                    case 7:
                        _a.sent();
                        return [2 /*return*/];
                }
            });
        });
    };
    return ByteDancePlatform;
}(BasePlatform_1["default"]));
exports["default"] = ByteDancePlatform;
